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    <article class="post">
        <header>
            <h1 class="post-title">CustomPainter的正确刷新姿势</h1>
        </header>
        <date class="post-meta meta-date">
            2021年9月14日
        </date>
        
        <div class="post-meta">
            <span>|</span>
            
            <span class="meta-category"><a href='/categories/Flutter'>Flutter</a></span>
            
        </div>
        
        
        <div class="post-meta">
            <span id="busuanzi_container_page_pv">|<span id="busuanzi_value_page_pv"></span><span>
                    阅读</span></span>
        </div>
        
        
        <div class="post-content">
            <h4 id="二动画中画板的刷新">二、动画中画板的刷新</h4>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/89b04d200f334c2680292b8bc1e60d55~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/89b04d200f334c2680292b8bc1e60d55~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<h5 id="1-较高层状态类使用的-setstate-不推荐">1. 较高层状态类使用的 <code>setState</code> (不推荐)</h5>
<p>通过 <a href="https://juejin.cn/post/6912206134078078990">ValueListenableBuilder</a> 篇，我们应该知道在较上级的 <code>State</code> 类中执行 <code>setState</code> 会导致更多的 <code>Build</code> 过程。如下代码中通过监听 <code>AnimationController</code> ，并 <code>setState</code> 对当前 <code>build</code> 方法下的节点进行更新，从而实现颜色的变化。</p>
<div class="highlight"><pre style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4"><code class="language-dart" data-lang="dart"><span style="color:#66d9ef">class</span> <span style="color:#a6e22e">_HomePageState</span> <span style="color:#66d9ef">extends</span> State<span style="color:#f92672">&lt;</span>HomePage<span style="color:#f92672">&gt;</span> <span style="color:#66d9ef">with</span> SingleTickerProviderStateMixin {
  AnimationController _ctrl;
  <span style="color:#960050;background-color:#1e0010">@</span>override
  <span style="color:#66d9ef">void</span> initState() {
    <span style="color:#66d9ef">super</span>.initState();
    _ctrl <span style="color:#f92672">=</span> AnimationController(vsync: <span style="color:#66d9ef">this</span>, duration: Duration(seconds: <span style="color:#ae81ff">3</span>))
      ..addListener(_update);
    _ctrl.forward();
  }
  
  <span style="color:#960050;background-color:#1e0010">@</span>override
  <span style="color:#66d9ef">void</span> dispose() {
    _ctrl.dispose();
    <span style="color:#66d9ef">super</span>.dispose();
  }
  
  <span style="color:#66d9ef">void</span> _update() {
    setState(() {});
  }
  
  <span style="color:#960050;background-color:#1e0010">@</span>override
  Widget build(BuildContext context) {
    <span style="color:#66d9ef">return</span> Scaffold(
      appBar: AppBar(),
      body: Padding(
        padding: EdgeInsets.all(<span style="color:#ae81ff">20</span>),
        child: CustomPaint(
          size: Size(<span style="color:#ae81ff">100</span>, <span style="color:#ae81ff">100</span>),
          painter: ShapePainter(
              color: Color.lerp(Colors.red, Colors.blue, _ctrl.value)),
        ),
      ),
    );
  }
}
<span style="color:#960050;background-color:#1e0010">复制代码</span>
</code></pre></div><hr>
<h5 id="2退而求其次的局部刷新-不推荐">2.退而求其次的<code>局部刷新</code> (不推荐)</h5>
<p>那也许你会说，只要降低刷新的节点，将 <code>画板组件</code> 单独<code>抽离</code>出去，或使用 <a href="https://juejin.cn/post/6912206134078078990">ValueListenableBuilder</a> 局部刷新不就好了吗？如果看了  <a href="https://juejin.cn/post/6912206134078078990">ValueListenableBuilder</a> 的源码就会发现，其实它的本质就是 <code>组件抽离</code>，只不过对其进行封装，回调出 <code>builder</code> 简化用户使用。如下是使用 ValueListenableBuilder 局部构建的组件，这样可以不使用 <code>setState</code> 实现组件的重建，我还是想要着重强调一句：并不是说 <code>setState</code> 不好，而是看它重建的范围，<a href="https://juejin.cn/post/6912206134078078990">ValueListenableBuilder</a> 源码中也是基于 <code>State#setState</code> 进行重构的，并不是一个东西<code>非好即坏</code>，还需要看使用的场景和时机。</p>
<div class="highlight"><pre style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4"><code class="language-dart" data-lang="dart"><span style="color:#f92672">----&gt;</span>[_HomePageState<span style="color:#960050;background-color:#1e0010">#</span>build]<span style="color:#f92672">----</span>
<span style="color:#960050;background-color:#1e0010">@</span>override
Widget build(BuildContext context) {
  <span style="color:#66d9ef">return</span> Scaffold(
    appBar: AppBar(),
    body:  ValueListenableBuilder(
        valueListenable: _ctrl,
        builder:(ctx,value,child) <span style="color:#f92672">=&gt;</span> CustomPaint(
          size: Size(<span style="color:#ae81ff">100</span>, <span style="color:#ae81ff">100</span>),
          painter: ShapePainter(color: Color.lerp(Colors.red, Colors.blue, value)),
        ),
      ),
  );
}
<span style="color:#960050;background-color:#1e0010">复制代码</span>
</code></pre></div><p>也许你会觉得，现在不是很好吗，现在重建只是对于 <code>CustomPaint</code> 而言了，已经控制了重建的粒度。但重要的一点是 <code>CustomPaint</code> 被重建了，<code>ShapePainter</code> 也会随之重建，如下的调试，是动画过程中两次 paint 时情况。通过下面的 <code>this</code> 可以看出，当前对象的内存地址是不一样，说明每次更新画板都是不同的。这对于动画来说是灾难性的，每 16 ms 都会构建一次画板，这样的频率，即使是局部刷新，也不是最佳选择。那有没有一种方式，可以<code>悄无声息</code>的地进行绘制，而不会触发任何组件的重构？答案是 <code>有的!</code>。</p>
<table>
<thead>
<tr>
<th>第一次</th>
<th>第二次</th>
</tr>
</thead>
<tbody>
<tr>
<td>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/d73e7dfa5e584851bd0456c744abead6~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/d73e7dfa5e584851bd0456c744abead6~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </td>
<td>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/65c8a62fd3004e949966a5943a2a71ad~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/65c8a62fd3004e949966a5943a2a71ad~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </td>
</tr>
</tbody>
</table>
<hr>
<h5 id="3画板基于监听器的重绘-推荐">3.画板基于监听器的重绘 (推荐)</h5>
<p>在刚才 <code>ValueListenableBuilder</code> 版的基础上稍作修改，我们就可以完成这个需求。首先，剔除掉 <code>ValueListenableBuilder</code>，然后将 <code>Animation&lt;double&gt;</code> 作为 <code>ShapePainter</code> 的成员 factor，在构造函数中传入。并使用 <code>super(repaint: factor)</code> 为成员 <code>repaint</code> 赋值。<code>repaint</code> 是 CustomPainter 的成员，类型为 <code>Listenable</code> 可监听对象，当 <code>repaint</code> 值变化时，会通知画板进行 paint 重绘。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/143cef1e7b1647b88835d3abd6d110cb~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/143cef1e7b1647b88835d3abd6d110cb~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<div class="highlight"><pre style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4"><code class="language-dart" data-lang="dart"><span style="color:#f92672">----&gt;</span>[_HomePageState<span style="color:#960050;background-color:#1e0010">#</span>build]<span style="color:#f92672">----</span>
<span style="color:#960050;background-color:#1e0010">@</span>override
Widget build(BuildContext context) {
  <span style="color:#66d9ef">return</span> Scaffold(
    appBar: AppBar(),
    body: CustomPaint(
      size: Size(<span style="color:#ae81ff">100</span>, <span style="color:#ae81ff">100</span>),
      painter: ShapePainter(factor: _ctrl),
    ),
  );
}

<span style="color:#66d9ef">class</span> <span style="color:#a6e22e">ShapePainter</span> <span style="color:#66d9ef">extends</span> CustomPainter {
  <span style="color:#66d9ef">final</span> Animation<span style="color:#f92672">&lt;</span><span style="color:#66d9ef">double</span><span style="color:#f92672">&gt;</span> factor;
  ShapePainter({<span style="color:#66d9ef">this</span>.factor}) <span style="color:#f92672">:</span> <span style="color:#66d9ef">super</span>(repaint: factor);
  <span style="color:#960050;background-color:#1e0010">@</span>override
  <span style="color:#66d9ef">void</span> paint(Canvas canvas, Size size) {
    Paint paint <span style="color:#f92672">=</span> Paint()
      ..color <span style="color:#f92672">=</span> Color.lerp(Colors.red, Colors.blue, factor.value);
    canvas.drawCircle(
        Offset(size.width <span style="color:#f92672">/</span> <span style="color:#ae81ff">2</span>, size.height <span style="color:#f92672">/</span> <span style="color:#ae81ff">2</span>), size.width <span style="color:#f92672">/</span> <span style="color:#ae81ff">2</span>, paint);
  }
  <span style="color:#960050;background-color:#1e0010">@</span>override
  <span style="color:#66d9ef">bool</span> shouldRepaint(covariant ShapePainter oldDelegate) {
    <span style="color:#66d9ef">return</span> oldDelegate.factor <span style="color:#f92672">!=</span> factor;
  }
}
<span style="color:#960050;background-color:#1e0010">复制代码</span>
</code></pre></div><p>通过这种方式，点击时在 <code>paint</code> 方法断点调试，结果如下。可以看出，在完成颜色变化的同时，没有任何组件的重建，<code>ShapePainter</code> 对象也没有变化，是不是感觉非常神奇。</p>
<table>
<thead>
<tr>
<th>第一次</th>
<th>第二次</th>
</tr>
</thead>
<tbody>
<tr>
<td>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/57d01cd684b140fc81f78cd1def378ba~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/57d01cd684b140fc81f78cd1def378ba~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </td>
<td>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/62c7675c8a094ff7a6626b5d483680c1~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/62c7675c8a094ff7a6626b5d483680c1~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </td>
</tr>
</tbody>
</table>
<hr>
<p>也许有人会问，这些你是怎么知道的？当一个疑问一直萦绕心头时，我就会想办法去研究它，而研究它最好的途径就是<code>不断测试</code>和<code>分析源码</code>。目标可以是 <code>CustomPainter</code> 的源码本身，也可以是源码中使用到<code>CustomPainter</code>的地方。 其实很多知识，一直都写在源码中，只是很少人看到。通过  <code>CustomPainter</code> 的注释可以发现，触发重绘最高效的方式都是基于<code>可监听对象</code> 实现的。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/fb4f0f8a94574b4589b2770b9b7305c1~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/fb4f0f8a94574b4589b2770b9b7305c1~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<div class="highlight"><pre style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4"><code class="language-dart" data-lang="dart"><span style="color:#960050;background-color:#1e0010">触发重绘的最高效方式是</span><span style="color:#f92672">:</span>
[<span style="color:#ae81ff">1</span>]<span style="color:#960050;background-color:#1e0010">：继承</span> [CustomPainter] <span style="color:#960050;background-color:#1e0010">类，并在构造函数提供一个</span> <span style="color:#e6db74">&#39;repaint&#39;</span> <span style="color:#960050;background-color:#1e0010">参数，</span>
     <span style="color:#960050;background-color:#1e0010">当需要重新绘制时，该对象会进行通知它的监听者。</span>
[<span style="color:#ae81ff">2</span>]<span style="color:#960050;background-color:#1e0010">：继承</span> [Listenable] (<span style="color:#960050;background-color:#1e0010">比如通过</span> [ChangeNotifier])<span style="color:#960050;background-color:#1e0010">并实现</span> [CustomPainter]<span style="color:#960050;background-color:#1e0010">，</span>
			<span style="color:#960050;background-color:#1e0010">这样对象本身就可以直接提供通知。</span>
<span style="color:#960050;background-color:#1e0010">复制代码</span>
</code></pre></div><hr>
<h4 id="三custompainter-在-flutter-框架中的应用">三、<code>CustomPainter</code> 在 Flutter 框架中的应用</h4>
<p>其实 CustomPainter 在  Flutter 框架源码中的应用并不是非常多，一共也就下面的 20 处。这些都是源码中对 <code>CustomPainter</code> 的使用，就表示这些使用的方式相对而言是 <code>最正规</code> 的。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/0ff63e3bd9364edfa29d9d24c9918623~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/0ff63e3bd9364edfa29d9d24c9918623~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<hr>
<h5 id="1-_cupertinoactivityindicatorpainter">1. <code>_CupertinoActivityIndicatorPainter</code></h5>
<p>第一次的 <code>悟道</code> ，是在 <code>_CupertinoActivityIndicatorPainter</code> 源码中，也就是那个 <code>iOS</code> 的菊花转的绘制画板。 position 是一个 <code>Animation&lt;double&gt; </code> 类型的对象，<code>Animation</code> 也是一个 <code>Listenable</code> 。当时发现 <code>CupertinoActivityIndicator</code> 中没有使用 <code>setState</code> 却可以触发界面的刷新，我是非常惊喜的，经过分析和研究它的实现方式，我终于发现了 <code>CustomPainter</code> 中 <code>repaint</code> 秘密。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/29f28e8391b6488e9278fb3a97629e8b~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/29f28e8391b6488e9278fb3a97629e8b~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<hr>
<h5 id="2-scrollbarpainter">2. ScrollbarPainter</h5>
<p>上面说的第二种是通过继承自 <code>Listenable</code> 并实现 <code>CustomPainter</code> 的方式，如源码中的 <code>ScrollbarPainter</code>。它是用来绘制 <code>ScrollBar</code> 组件的，通过这种方式可以让 <code>ScrollbarPainter</code> 即处理绘制，又处理通知。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/79993f25d7e747198d0022b81504bfd3~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/79993f25d7e747198d0022b81504bfd3~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<p>这样，在 <code>_CupertinoScrollbarState</code> 中就可以将 <code>ScrollbarPainter</code> 作为成员变量，和 State 拥有同样的生命长度。并在某些恰当的时刻，使用该对象触发相应方法进行画布重绘。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/7068f8072a094e1384f893d42778e368~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/7068f8072a094e1384f893d42778e368~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<hr>
<h5 id="3_glowingoverscrollindicatorpainter">3.<code>_GlowingOverscrollIndicatorPainter</code></h5>
<p>当时还有一个疑惑是，<code>repaint</code> 中只是传入一个 <code>Listenable</code> 对象，那么多个属性如何去监听呢，比如多个动画同时执行。于是看到 <code>_GlowingOverscrollIndicatorPainter</code> 时便豁然开朗。它画的是滑动到顶底光晕的那个东西。 其中传入的 <code>leadingController</code>、<code>trailingController</code> 两个可监听对象。除此之外，额外传入 <code>repaint</code>。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/f70607b066644d34b55fda89a86e442a~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/f70607b066644d34b55fda89a86e442a~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<p>可以通过 <code>Listenable.merge</code> 将多个可监听对象融合。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/86381f05415d4847b7e0c4340ad485a8~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/86381f05415d4847b7e0c4340ad485a8~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<hr>
<h4 id="4-_placeholderpainter">4. <code>_PlaceholderPainter</code></h4>
<p>但当我觉得 <code>repaint</code> 无敌之时，仍会发现，源码中有很多绘制的类并没使用 <code>repaint</code>，而是向外界暴露属性进行设置。比如 <code>_PlaceholderPainter</code> 的矩形×，<code>_GridPaperPainter</code> 的网格，于是陷入沉思。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/2ae0f5450853448a93d3e2e975b0e85d~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/2ae0f5450853448a93d3e2e975b0e85d~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<p>_GridPaperPainter 的源码，只是向外界暴露绘制相关属性。</p>
<p>
        <a data-fancybox="gallery" href="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/9780ef21c7364d6eb8ac8f03ee2c3d6e~tplv-k3u1fbpfcp-watermark.awebp">
            <img class="mx-auto" alt="img" src="https://p3-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/9780ef21c7364d6eb8ac8f03ee2c3d6e~tplv-k3u1fbpfcp-watermark.awebp" />
        </a>
    </p>
<p>最终发现了一个共性：<code>当绘制中含有动画和滑动处理时，都会使用 repaint 设置监听对象来触发刷新</code>，对于仅是静态的绘制，则使用时将绘制属性暴露出去，交由外界处理，需要刷新的话，只能通过重建画板对象。其实这也很容易理解： <code>动画</code> 和 <code>滑动</code> 的触发频率非常高，所以才会用特殊的方式进行重绘。</p>
<p>那么画板的重绘必须只是通过 <code>可监听对象</code> 吗？并非如此，虽然可以通过可监听对象来触发画布刷新，比如<code>_PlaceholderPainter</code> 中 color 成员变为 <code>ValueNotifier&lt;Color&gt;</code> ，但这样就会增加用户使用的复杂性。对于非频繁刷新的场景，局部刷新也就够了，这应该就是源码中，在非 <code>动画和滑动</code> 中不使用 <code>repaint</code> 的原因。但对于频繁触发的绘制，如 <code>动画</code> 和 <code>滑动</code>  一定要用。</p>
<p>最后想说一句：任何东西都不会完美无缺。成年人的世界，没有对错，只有适合与不适合。在一切的<code>困惑、质疑、反驳</code>之前，你应做的是 <code>多测、多想、多看</code>。本文就到这里，应该算是说清楚了 <code>CustomPainter</code> 正确的刷新姿势，但这也仅是 <code>绘制探索</code> 的冰山一角，<code>CustomPainter</code> 与 <code>CustomPaint</code> 背后还有很多值得探寻的东西，会随着之后的探索，为你展开一个更加丰满的 Flutter 世界。</p>
<p>作者：张风捷特烈
链接：https://juejin.cn/post/6916297631366905864
来源：掘金
著作权归作者所有。商业转载请联系作者获得授权，非商业转载请注明出处。</p>

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        <li><strong>原文作者：</strong><a rel="author" href="https://luckly.work/">luckly</a></li>
        <li style="word-break:break-all"><strong>原文链接：</strong><a href="https://luckly.work/post/flutter_widget/CustomPainter%E7%9A%84%E6%AD%A3%E7%A1%AE%E5%88%B7%E6%96%B0%E5%A7%BF%E5%8A%BF/">https://luckly.work/post/flutter_widget/CustomPainter%E7%9A%84%E6%AD%A3%E7%A1%AE%E5%88%B7%E6%96%B0%E5%A7%BF%E5%8A%BF/</a></li>
        <li><strong>版权声明：</strong>本作品采用<a rel="license" href="https://creativecommons.org/licenses/by-nc-nd/4.0/">知识共享署名-非商业性使用-禁止演绎 4.0 国际许可协议</a>进行许可，非商业转载请注明出处（作者，原文链接），商业转载请联系作者获得授权。</li>
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